Soccer Related Game

ABSTRACT

A soccer related game wherein one or more players interact with a soccer ball against one or more performance walls within a modular arena of predetermined dimension and spacing. Individual player performance being measured by observed actions within said modular arena among a continuous sequence of interactions between said player, said ball and said one or more performance walls. Said observed actions given a quantifiable value for algorithmic treatment to provide a single quantity value representing relative individual performance and quality of performance.

CROSS REFERENCE TO RELATED APPLICATIONS

This continuation-in-part patent application incorporates by referencefully and claims priority of the pending U.S. Non-Provisional PatentApplication Ser. No 14/320,317 filed Jun. 30, 2014, which in turn claimspriority from U.S. Provisional Patent Application Ser. No 61/840.659,filed on Jun. 28, 2013, which is also expressly incorporated byreference herein in its entirety.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not Applicable

REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER LISTING APPENDIX

Not applicable.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner ha noobjection to the facsimile reproduction by anyone of the patent documentor patent disclosure as it appears in the Patent and Trademark office,patent file or records, but otherwise reserves all copyright rightswhatsoever.

BACKGROUND FIELD OF INVENTION

The invention herein pertains to a soccer related game, specifically asoccer related game involving the deflection of a ball against one ormore performance walls by one or more players.

BACKGROUND OF INVENTION

In the field of sports data metrics, the ultimate purpose for collectingplayer data is to increase chances of winning live games and to controlagainst risk of loss. This is coveted information with substantial valueto the player who seeks standardized valuation of his or skill.

The data is also coveted by sports teams who seek to control their valueas a winning team. The information translates in commerce by allowingplayers and teams to control the value of their brand. The ability toestablish a standard valuation for otherwise randomly generatedinformation allow organizations to compare, exchange and marketpredictive performance records. As with data of any kind, the propertype of data enables both macro level and micro level modeling of theart. This level of understanding generated by a primary source of dataopens up the potential for new technology to be created around theparticular art. Such technology includes realistic computer gamessimulating live player interactions. These games currently utilizetechnology that capture data points on a player's body showing spatialchanges over time illustrative of true player movements. The data isimported for algorithmic treatment and grouped into sets of movementCurrently, this type of electronic game data captures unilateral orunidirectional movement of the player with an object (i.e. a ball).Unilateral and unidirectional as defined in this application referringto a single directional vector relationship where a force on an object(i.e. the ball) is initiated from a single source, such as the player.This current technology applied to electronic games provide multipleplayers each acting independently of the other, the interactions of eachplayer comprising a lumped or group set of movement, where the playersare organized on a screen to interact in such a way that gives anillusion of a multi-player interaction. A ball may be kicked away fromPlayer A to Player B. but its reaction against Player B and response toPlayer B's response cannot be shown or captured because currenttechnology do not capture the interconnected or continuing physicalrelationships. The biophysics and context of interaction in that caseare not realistic of actual multi-directional interconnected dynamic ofa live game. Multi-directional or interconnected dynamics as defined bythis application refers to concurrent cause and effect, where multipleforces are concurrently affecting the object and the player and thevector relationships of movement and force are joined.

To understand the current state of art of sports biometrics requires areview of its history. Early forms of biometric studies were formulatedaround individual sports. Individual sports, as opposed to team sports,involved comparison of multiple players by their individual performancevalues which determined their ranking for a particular event or groupsof events. This is the case for any individual sports from track andfield, golf, cycling, etc. The data follows a very unilateral orunidirectional pattern of player movement and action where the onlyvariable that is measured is the player. The environment is typicallystatic and standardized in order to focus only on single playerperformance. The game environment with individual sports is naturallystandardized for comparative scoring. Determinations of winners andlosers for individual sports arc focused on biometric data of the playerperformance. As such, biometric observation and biometric data sciencehas a strong historical basis in individual sports.

Biometric studies render very relevant information in the form ofprimary data. The data is relevant because it is descriptive of everyaspect of the individual game and predictive of any aspect of that gameor player. Biometric measurement for individual sports has also provenreliable because it is easily replicable as the only variable of concernis the single athlete. Because the observer is comparing only a singlevariable (player performance) against a controlled environment(distance, time, height, age, weight, etc.), simple arithmeticalgorithms are applied to generate score and rank. Biometric analysis inthe field of individual sports involves straight forward formulasreflecting very simple algorithmic relationships.

Multiplayer team sports involve a completely different scope ofparameters. Multiplayer sports involve not only the dynamic of eachindividual player within a game, but also their interaction with otherplayers. Unlike individual sports where the observed activity tends tobe a unilateral or unidirectional activity, multiplayer sports involvemultidirectional activity with both a force created by and a response inreaction to pending impact between two or more dynamic elements. Eachplayer contributes a near infinite amount of variables on the field,which when played off of each other, the variables in a game becomesexponentially great. Variables, according to this application,references any particular type of environmental condition (including theplayer themselves and the physics of the ball being played) that wouldcause a reaction, each variable having a different affect from anotherand interacting to create additional new sets of variables. The affectof each variable is determined by the total condition for the particularevent (i.e. a sum affect of all interacting variables on the object orplayer at a given moment). The substantial amount of variables in anyparticular muhiplayer game renders each game a near random experience.This may be exciting to spectators, but difficult to capture performancein a standardized and statistically comparable way.

in recent history, the desire to control against randomness (forpurposes of minimizing risk and improving winning performances) hastaken a page from proven biometric science in the field of individualsports. The desire focuses on capture of player performance data withthe challenge of capturing data that describes the particular sport inits entirety with relevancy. While there has been a great deal of studyaddressing this need, the methods applied have only captured a narrowscope of data and inadequately describes multiplayer sports. The premisebehind much of modern biometric science relates back to foundations inindividual sports biometric studies involving unidirectionalperformance, providing a great amount of data much of which lackrelevance to complicated relationships occurring in multiplayer teamsports.

Biometric data collected for individual sports typically reflect singlevariable events. Each single variable event comprising a singledirectional force from a single source upon an object. For example, adistance that was ran or a height that was jumped or a period of timesustained within a controlled environment. When mapped in itsalgorithmic form, each data measured reflects a single unidirectionallinear vector. In contrast, multiplayer data involves measure ofconcurrent action and response, the response itself giving to or being areaction of the action, the two sets of data observations beingintertwined. The most basic unit of data observation in multiplayersports therefore reflects a multivector style relationship withinteraction of multiple concurrent forces on an object at any givenmoment and where the relationship of an action and a response areintertwined. This most basic unit of two interactive variables veryaccurately reflects most multiplayer games where each player is expectedto interact with a single other variable at any given moment despite theinfinite amount of variables that may exist at that given time. Thistype of data most accurately reflects qualitative action in quantitativeform. The data collected involving two intertwined vectors reflect ageometric relationship in its algorithmic form with the capability ofbeing scaled to more complicated patterns of observations based on itsalgorithmic potential.

Problematically, the current art does not provide proper tooling tocapture a multiplayer event (multiple concurrent variables) in astatistically repeatable manner. Current biometric methods andtechnology used for multiplayer sports place priority in repeatable datato drive the body of statistical material in the industry. Because themore accurate tools and methods arise from the individual sportsindustry, the current art is only capable of generating single vectordata units reflecting single variable interactions. For example, U.S.Pat. No. 8,289,185 provides a method for collecting sports data derivedfrom a sensor embedded within a sports object. While the sensor devicemay travel with the object or user within a 360 spatial surrounding, itis still measuring only a single vector observation, the observationfocused only on the performance of the single variable object that it isattached to. While on occasion, the device comes close to measure aninteractive response (i.e. speed of acceptance of a ball from anotherplayer or the speed of player touch against a ball) of two or morevariables, each variable is measured for its separate independent actionand the multiple affects are not interrelated together. For example. asensor placed on the player's arm may show spatial changes over timeindependent of a sensor on the player's legs. A sensor on the ball mayrecord the impact from Player A and separately from Player B. but notthe continuous interactive affect of Player A and Player B. Further,current data cannot be replicated in statistically comparable mannerbecause the manifestation of each variable is created by uniqueunrepeatable conditions. The technology of this patent focuses onpassive observation and fails to actually create analyzable relevantdata. The same problem exists with other prior art such as U.S. Pat.Nos. 12/329,320, 7,931,563, 8,113,991. The problem with currentbiometric tools and methods for measuring multiplayer sports is the lackof ability to generate measurable and statistically repeatablemultivariable interactions that can be captured in scalable basic units.

SUMMARY OF INVENTION

The ability to predict outcome based on performance history enablesorganizations to create designer teams according to skill specialty.Individual player data has become valued asset in the sports industry,to recruiters and players, for easing the selection process bysystematic quantitative means and improving odds of team performance.From an entertainment point of view, player history data further feedsinto secondary industries including wagering games, video games, socialnetworking and electronic self analysis.

The invention herein provides a soccer related game wherein a multi-teamsport may be performed within the confines of a standardized forum byindividual players. The game comprises a controlled environment where aplayer can create and recreate multidirectional actions that arerepeatable. The environment is controlled to provide a staticenvironment simulating imaginary players capable of constant andrepeatable performance. The controlled environment is engineered to beresponsive in a way that is true to player physical interaction in theparticular game.

The game generally comprises the following elements: a modular arena, asoccer ball and at least one player. The modular arena comprising one ormore performance wall wherein each of said one or more performance wallbeing no smaller than one foot high by two feet wide and no greater thanthe planar vertical perimeter dimension of a certified professionallevel soccer goal. each said one or more performance wall providing atleast a smooth front surface. Each one or more performance wall furthercomprises fiberous organic material, thermoplastic material, or acombination of both, or any combination of material containing a fiberladen composite. Each performance wall, when positioned vertically on afield, includes a minimum open space to its left and right side for aball to transgress there through. The minimum space is preferably noless than 12 inches and preferably 24 inches or greater. The distancebetween any two walls should be no greater than 25 yards. The player ispositioned within the modular arena in front of the front surface of oneor more performance wall wherein the player performs said game byplaying a soccer type ball between said one or more performance wall andthe player's own body.

The player's performance follows a prescribed choreographed sequence ofperformance actions within said modular arena. The player is judgedaccording to observed performance according to either a prescribedchoreographed sequence of performance actions and rules or spontaneoussequence of performance actions. Judgment of player performance is basedon the algorithmic relationship of each separate action teased from acontinuous sequence of actions or interactions within said modulararena. Each separate action comprises an observation of event. Eachobserved event may be from a macroscale or microscale level. Thesmallest microscale observation focuses on only a single variable event(i.e. speed of ball coming off a player's foot or angle of ball comingtowards a player's body. etc). At a maeroscale level, the observationmay focus on multiple variable actions achieving a particular result(i.e. number of tuners or types of bodily movement to achieve deflectionof a ball at a given angle, etc.). The particular observed event beingorganized in a named unit of categorical measurement. The observationmay be represented by empirical values of measure or alternatively inBoolean values, The algorithm may be any prescribed formula that tells astory of the observation, putting qualitative observation intoquantifiable categorical form. The list of categorical measurement mayreflect any aspect of the environment, movement, or interaction of aplayer and a ball within a modular performance wall system. Thesecategorical measurements may reflect singular or multiple variables,positive or negative observations. The algorithmic formula alsoreflecting the particular controlled elements (i.e. constants) withinthe game environment such as the distance between performance walls, thenumber of performance walls, the types of performance walls, thedistance of the player from the performance walls, age of player, sizeof player, time constraints, etc. The preferred type of algorithmicformula would be a rationomic type formula in stoichiometric fashionthat provides a quantitative value reflecting qualitative relationshipamong categorized observations based on their weighted relationship toeach other. It is possible as well for there to be more than one playerwithin a module, interacting with or against each other where measuredperformance is based on each player's interaction with the ball and oneor more performance walls.

The performance wall, much like a real player, is capable of nearinfinite amount of variable interactions. The wall is preferably made oforganic material that can provide a realistic organic return of the ballmuch like by a human body or a soccer cleat. The performance wall ispreferably smooth throughout its front surface without crevices orprotrusions that would otherwise interfere with the game interactionwith the player and the ball. While the surface is smooth, it should notbe slick or too viscous where the ball's interaction with the wall wouldbe unnatural to its normal performance between players on the livefield. Essentially, the physical material composition of the wall shouldcreate a near identical physical affect on a ball as a live player. Thebottom edge of the wall is preferably in contact with the ground surfaceand no greater than two inches above the ground surface to enable a trueground game experience. A true ground game experience allows the ball tooptimally react when struck against the bottom edge of the performancewall in a way similar or identical to how it would otherwise perform ina live soccer game when passed between players at the ground level. Thewall may be positioned perpendicularly vertical above the ground surfaceor at an angle to facilitate upper body interactions between the player,the ball and the wall. The walls should be designed in such a way thatit would withstand the impact of a ball at any level of human inducedspeed or force without the slightest movement, reverberation orinterfering noise, This ensures the static quality of the walls whichensures a statistically reliable controlled environment.

Because the walls are of a static shape, material composition andlocated in static position, any individual variable interaction with thewall may be replicated. Choreography within the static performance wallenvironment may be predetermined and repeatable. Performance may bestandardized because performance is repeatable and predictable. Any typeor sequence of interaction, whether predetermined or spontaneouslycreated, may be captured by a quantitative value and expressed in bothqualitative and quantitative manner according to category. Essentially,individual players may compete against each other and be ranked by theirindividual performance according to a value score that reflects thequality of their interaction with multiple players.

The performance wall itself must be manufactured to a certain level ofdeflection speed. The wall must have a flat vertical surface and be nosmaller than 1 feet high and 2 feet wide or no larger than the verticalplanar perimeter of a certified professional soccer goal. Visually, thevertical wall surface further having a delineated perimeter outlinearound its external edge. The color of the outline is preferably ametallic color or white. The interior color of the wall is preferably agreen or wooden tan color to mimic the true colors of the field in thegame of indoor and outdoor soccer.

Other obstacles and soccer related equipment may be included within saidmodule to add layers of variability, complexity and limitation. Theoverarching method of playing and scoring of this game comprising asequence of interaction between one or more players, a soccer ball andone or more performance walls within a controlled static environment asdescribed above. Other features, advantages, and object of the presentinvention will become more apparent and be more readily understood fromthe following detailed description, which should be read in conjunctionwith the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention is illustrated by way of example, and not by wayof limitation, in the figures of the accompanying drawings and in whichlike reference numerals refer to similar elements. Unless otherwiseindicated illustrations in the figures are not necessarily drawn toscale.

FIG. 1A A front view of a panel of the device according to oneembodiment of the invention described herein, the device not drawn toexact scale or perspective.

FIG. 2 A side view of a panel of the device comprising two panels and asupport according to one embodiment of the invention described herein,the device not drawn to exact scale or perspective.

FIG. 3 A side view of an alternative embodiment of the device describedherein, the device not drawn to exact scale or perspective.

FIG. 4 A three dimensional view from the back of an alternativeembodiment of the device comprising one panel and bracket supportassembly, the device not drawn to exact scale or perspective.

FIG. 5A, 5B, 5C A three dimensional exploded view of the fixturing meansof the support mechanism of the invention described herein, the devicenot drawn to exact scale or perspective.

FIG. 6A, 6B A three dimensional exploded side view of the fixturingmeans of the support mechanism of the invention described herein, thedevice not drawn to exact scale or perspective.

FIG. 6C A three dimensional side view of one embodiment of the inventionaccording the description herein, the device not drawn to exact scale orperspective.

FIG. 7A A front view of the device in a generic embodiment according thedescription herein, the illustration is not drawn to exact scale orperspective.

FIG. 7B A side view of a preferred embodiment of the device accordingthe description herein, the illustration is not drawn to exact scale orperspective.

FIG. 7C A side view of a preferred embodiment of the device accordingthe description herein, the illustration is not drawn to exact scale orperspective.

FIG. 8A A three dimensional perspective view of a module according tothe description herein, the illustration is not drawn to exact scale orperspective.

FIG. 8B A three dimensional perspective view of a module according tothe description herein, the illustration is not drawn to exact scale orperspective.

FIG. 9 A three dimensional perspective view of a module according to thedescription herein, the illustration is not drawn to exact scale orperspective.

FIG. 10 A top plan view of a module according to the description herein,the illustration is not drawn to exact scale or perspective.

FIG. 11 A top plan view of a module according to the description herein,the illustration is not drawn to exact scale or perspective.

FIG. 12 A top plan view of a module according to the description herein,the illustration is not drawn to exact scale or perspective.

FIG. 13 A top plan view of a complete modular training system accordingto the description herein, the illustration is not drawn to exact scaleor perspective.

DETAILED DISCUSSION OF INVENTION

Reference will now be made in detail to exemplary aspects of the presentinvention which are illustrated in the accompanying drawings. Whereverpossible, the same reference numbers will be used throughout thedrawings to refer to the same or like parts.

The invention herein providing a soccer related game providing asimulated multiple player environment and multiplayer interaction forsingle player use. The game herein comprising the following elements: acontrolled interactive multiplayer environment, said controlledinteractive multiplayer environment containing at least one or moreperformance wall, one or more player, and a ball related to the same ofsoccer. The particular walls of this invention comprising performancewalls much like that of the ProControl Soccer® training device, methodand system, which includes but not limited to U.S. Pat. No. 9,272,197.Each performance wall comprising a flat planar vertical surface, whereinsaid surface having a dimension with a width that is greater than itsheight. The width of the performance wall is preferably no greater thanthree times its height and no less than two feet wide. The height ispreferably no less than 1 foot high. The maximum size of the performancewall is preferably no greater than the size of a certified professionalgrade soccer goal or alternatively, no greater than six feet high and 12feet wide. There are preferably two sized performance walls. A firsttype is to a passing wall approximately two feet high and four feet wideto simulate the silhouette of a player from a distance away and toencourage lower ground level passing of the ball at high speed. Thesecond type is to a shooting wall approximately 3 feet high and six feetwide simulating the silhouette of a soccer goal from a distance away toencourage accuracy and precision in shooting techniques.

Each performance wall comprising a solid core material. The core of eachperformance wall is solid and preferably comprised of organic fiber ororganic fiber and plastic composite, or layered fiberous material. Eachwall should be positionable in free standing vertical manner with anopen space no less than 12 inches to its left and right sides such thata ball may transgress there through in unobstructed manner. The flatplanar surface terminates at a bottom horizontal edge and is no greaterthan 2 inches above the ground surface when in vertical free standingposition. The player is positionable in front of the fiat planarvertical surface (the front surface of the performance wall) whileinteracting with the ball and one or more of said performance wall.

The game is measured by observed attributes or actions reflectingrelative performance of a player's interaction with the ball and one ormore performance wall within a controlled environment, The environmentcomprising one or more arena modules. Each arena module comprising atleast one or more performance walls. Where two or more performance wallsare involved, each wall should be positioned from the other by no lessthan two feet and no greater than 25 yards. Each observed event measuredin quantifiable form and organized within a particular category ofobservation, calculated in an algorithmic formula to provide a scorereflecting a player's qualitative performance.

Performance may be according to predetermined choreography orspontaneous choreography within the arena module. Choreography may bebroken down to individual observable actions among a continuous sequenceof interaction for a given event. Performance may further limited bytime constraint or other imposed constraints to raise difficulty leveland scrutiny.

The game herein providing two of the following embodiments. A firstembodiment pertaining to goalie performance. Goalie performancecomposing a player positioned within 10 yards or less, preferablybetween 4 to 10 yards, from the performance wall and blocking anincoming ball from impacting said wall with any portion of the player'sbody. The performance wall for goalie performance is preferably a 6 feetwide, 3 feet tall shooting wall or larger performance all simulating asoccer goal. The second embodiment pertaining to passing performancewhere a ball is passable to or receivable from one or more performancewall and directly to or from the player's foot, leg, chess or head andnot by the user's hands or arms. The player is also positioned in frontof one or more performance walls. The performance wall dimension forpassing drills is preferably 2 feet high and 4 feet wide or larger.

Because the conditions are standardized and controlled, the data beingrepeatable, the scores of one player should be comparable to anotherbased on relative level of skill. So long as the conditions arestandardized and controlled in the same way between two performanceevents, the choice algorithm should create comparable and scalablequantifying values, providing a ranking matrix system. Depending on theparticular choice of algorithm and data sets, a story is told and easilyunderstood in a single score digit.

The design of each arena module may further include other equipment suchas nets and obstacles to increase complexity or categories ofinteraction. Ultimately, a scoring matrix is established by havingstatistically reliable and comparable performance scores for a givencontrolled modular setting (either for the same player or betweenmultiple players). The algorithmic scores should be scalable,transposable and projectable to the realities of the true game.

FIG. 1A providing illustration of a module comprising a player, a balland a performance wall wherein the player is positioned in front of atleast one or more performance wall and the player interacting with theball and the performance wall.

FIG. 2 providing an embodiment of a performance wall which may have atleast one or more front surfaces. The front surface of each performancewall preferably reaches the ground surface to facilitate ground levelinteraction of the ball. The system according to FIGS. 2 and 3illustrate a vertically positioned wall on a ground surface but may alsobe angularly adjustable.

FIGS. 4, 5A-C, 6A-C illustrating a portable version of said performancewall with a particular method of maintaining static position againsthigh impact of the ball.

FIG. 7A-C illustrating at least two optional sizes of the wall, saidwall front surface being flat and smooth and with a perimeter.

FIGS. 8A-B illustrating a multidirectional interaction of a player, aball and two or more performance walls where the player is positionedwithin the module and in front of each wall of said module, kicking aball against at least one wall, receiving said ball and kicking the ballagainst said one or more wall once more. The player may performaccording to a predetermined choreographed sequence of action. Theactions may comprise kicking a ball against a wall, receiving said ball,turning player's body while repositioning said ball, and kicking saidball against another performance wall. Other rules of performance mayapply or be observed.

FIG. 9 illustrates another type of modular arena comprising 4performance walls wherein said player is positioned centrally within andinteracting with each performance simulating interaction with multiplelive players. Each live simulated player represented by one or moreperformance wall.

FIGS. 10, 11, 12 and 13 illustrating various preferred embodimentsmodular arenas and groups of modular arenas facilitating different typesof player interactions, variable game environments, and various types ofobservable actions by said one or more players. These illustrationsfurther show preferred distances and spacing between the variousperformance walls.

Having fully described at least one embodiment of the present invention,other equivalent or alternative methods according to the presentinvention will be apparent to those skilled in the art.

The invention has been described by way of summary, detailed descriptionand illustration. The specific embodiments disclosed in the abovedrawings are not intended to be limiting. Implementations of the presentinvention with various different configurations are contemplated aswithin the scope of the present invention. The invention is thus tocover all modifications, equivalents, and alternatives falling withinthe spirit and scope of the following claims.

I claim the following: 1: A soccer related game comprising: a modulararena, a soccer ball and a player, said modular arena comprising one ormore performance wall wherein each of said one or more performance wallbeing no smaller than one foot high by two feet wide and no greater thanthe planar vertical perimeter dimension of a soccer goal, each said oneor more performance wall further providing a front smooth surface, eachperformance wall, when positioned vertically on a field, includes aminimum open space of no less than 12 inches to its left and right sidefor a ball to transgress there through, said player positioned withinsaid modular arena in front of the front surface of said one or moreperformance wall said player is positioned within the modular arena infront of the front surface of one or more performance wall wherein theplayer performs said game by playing a soccer type ball between said oneor more performance wall and the player's own body, said player'sperformance following a prescribed choreographed sequence of performanceactions according to set performance rules within said modular arena. 2:Said set performance rules of claim 1 wherein said player is positionedin front of said one or more performance wall, said ball interactingwith one or more performance wall and said player's foot, leg, chest orhead and not by said user's hands or arms while said player ispositioned in front of said one or more performance wall. 3: Saidperformance rules of claim 1 wherein said player is positioned within 4to 10 yards from said performance wall, said player blocking said ballfrom touching said wall with any portion of said player's body withinsaid 4 to 10 yard distance. 4: Said soccer related game of claim 1wherein said player is judged for the ability to complete saidprescribed choreographed sequence of performance actions according toset performance rules within said modular arena within a predeterminedamount of time. 5: Said soccer related game of claim 1 wherein saidplayer is judged according to said player's interaction with said balland said one or more to achieve a prescribed result within said modulararena and within a predetermined amount of time. 6: A multi-player stylegame simulating multiplayer interaction for single player usecomprising: a controlled environment, a player and a ball, saidcontrolled environment comprising one or more performance wallspositioned vertically on a ground surface, said one or more performancewall having an open space to its left and right side no less than 12inches wide, each said one or more performance wall comprising a flatplanar front surface, said flat planar front surface having a dimensionwith a width that is greater than its height, said width is no more thanthree times greater than its height, said width is no less than 2 feetand said height is no less than 1 feet, said flat planar front surfaceterminating at a bottom horizontal edge that is no greater than 2 inchesabove the ground surface when in free standing vertical position, saidplayer being positioned in front one or more performance wall facing theflat planar front surface of each said one or more performance wall,said player interacting with said ball and said one or more performancewall with said player's body. 7: Said multi-player style game simulatingmultiplayer interaction for single player use of claim 6 wherein saidplayer performance is judged by measuring observed bodily motion of saidplayer and the separable interaction of said player, said ball and saidone or more performance walls within said modular arena, each saidmeasured observation given a quantifiable value and organized bycategory of attribute, wherein a plurality of measured observations areobtained for each performed game, wherein said plurality of measuredobservation are treated by algorithmic calculation to arrive at a finalquantifying value reflecting a scalable value of performance for saidgame. 8: Each said performance wall of claim 6 being angularlyadjustable above the ground surface for above wound interaction of saidball, the upper body of said player and said one or more performancewall. 9: Each said one or more performance wall of claim 6 having amaximum width of 12 feet wide and a maximum of 6 feet high. 10: Eachsaid one or more performance wall of claim 6 being 4 feet wide by 2 feethigh 11: Each said one or more performance wall of claim6 being 6 feetwide and 3 feet high. 12: Said solid core of each said one or moreperformance wall of claim 6 comprising solely organic fiber, a compositeof organic fiber and plastic material or layered fiberous material. 13:Each said one or more performance wall of claim 6 adjacentlypositionable from another performance wall by no less than 12 inches andno greater than 25 yards apart to create said controlled environment.14: Said multi-player style game simulating multiplayer interaction forsingle player use of claim 6 wherein said player performs according to apredetermined choreography, said predetermined choreography comprisingone or more predetermined single motion action organized among asequence of actions between said player, said ball and said one or moreperformance walls within said controlled environment. 15: Saidmulti-player style game simulating multiplayer interaction for singleplayer use of claim 6 wherein said player performs according to apredetermined choreography, said predetermined choreography comprisingone or more predetermined single motion action organized among asequence of actions between said player, said ball and said one or moreperformance walls within said controlled environment within apredetermined time limit. 16: Said multi-player style game simulatingmultiplayer interaction for single player use of claim 6 wherein saidplayer is positioned within said controlled environment and interactingwith said one or more performance wall and said ball with said player'sfoot, leg. chest or head and not by said user's hands or arms. 17: Saidmulti-player style game simulating multiplayer interaction for singleplayer use of claim 6 wherein said player is positioned within saidcontrolled environment and positioned within 4 to 10 yards from saidperformance wall, said player blocking said ball from touching said wailwith any portion of said player's body within said 4 to 10 yarddistance.